stream.cpp 4.9 KB

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  1. // Copyright 2018 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <algorithm>
  5. #include <cmath>
  6. #include "audio_core/sink.h"
  7. #include "audio_core/sink_details.h"
  8. #include "audio_core/sink_stream.h"
  9. #include "audio_core/stream.h"
  10. #include "common/assert.h"
  11. #include "common/logging/log.h"
  12. #include "common/settings.h"
  13. #include "core/core_timing.h"
  14. namespace AudioCore {
  15. constexpr std::size_t MaxAudioBufferCount{32};
  16. u32 Stream::GetNumChannels() const {
  17. switch (format) {
  18. case Format::Mono16:
  19. return 1;
  20. case Format::Stereo16:
  21. return 2;
  22. case Format::Multi51Channel16:
  23. return 6;
  24. }
  25. UNIMPLEMENTED_MSG("Unimplemented format={}", static_cast<u32>(format));
  26. return {};
  27. }
  28. Stream::Stream(Core::Timing::CoreTiming& core_timing_, u32 sample_rate_, Format format_,
  29. ReleaseCallback&& release_callback_, SinkStream& sink_stream_, std::string&& name_)
  30. : sample_rate{sample_rate_}, format{format_}, release_callback{std::move(release_callback_)},
  31. sink_stream{sink_stream_}, core_timing{core_timing_}, name{std::move(name_)} {
  32. release_event =
  33. Core::Timing::CreateEvent(name, [this](std::uintptr_t, std::chrono::nanoseconds ns_late) {
  34. ReleaseActiveBuffer(ns_late);
  35. });
  36. }
  37. void Stream::Play() {
  38. state = State::Playing;
  39. PlayNextBuffer();
  40. }
  41. void Stream::Stop() {
  42. state = State::Stopped;
  43. UNIMPLEMENTED();
  44. }
  45. bool Stream::Flush() {
  46. const bool had_buffers = !queued_buffers.empty();
  47. while (!queued_buffers.empty()) {
  48. queued_buffers.pop();
  49. }
  50. return had_buffers;
  51. }
  52. void Stream::SetVolume(float volume) {
  53. game_volume = volume;
  54. }
  55. Stream::State Stream::GetState() const {
  56. return state;
  57. }
  58. std::chrono::nanoseconds Stream::GetBufferReleaseNS(const Buffer& buffer) const {
  59. const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
  60. return std::chrono::nanoseconds((static_cast<u64>(num_samples) * 1000000000ULL) / sample_rate);
  61. }
  62. static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
  63. const float volume{std::clamp(Settings::Volume() - (1.0f - game_volume), 0.0f, 1.0f)};
  64. if (volume == 1.0f) {
  65. return;
  66. }
  67. // Implementation of a volume slider with a dynamic range of 60 dB
  68. const float volume_scale_factor = volume == 0 ? 0 : std::exp(6.90775f * volume) * 0.001f;
  69. for (auto& sample : samples) {
  70. sample = static_cast<s16>(sample * volume_scale_factor);
  71. }
  72. }
  73. void Stream::PlayNextBuffer(std::chrono::nanoseconds ns_late) {
  74. if (!IsPlaying()) {
  75. // Ensure we are in playing state before playing the next buffer
  76. sink_stream.Flush();
  77. return;
  78. }
  79. if (active_buffer) {
  80. // Do not queue a new buffer if we are already playing a buffer
  81. return;
  82. }
  83. if (queued_buffers.empty()) {
  84. // No queued buffers - we are effectively paused
  85. sink_stream.Flush();
  86. return;
  87. }
  88. active_buffer = queued_buffers.front();
  89. queued_buffers.pop();
  90. auto& samples = active_buffer->GetSamples();
  91. VolumeAdjustSamples(samples, game_volume);
  92. sink_stream.EnqueueSamples(GetNumChannels(), samples);
  93. played_samples += samples.size();
  94. const auto buffer_release_ns = GetBufferReleaseNS(*active_buffer);
  95. // If ns_late is higher than the update rate ignore the delay
  96. if (ns_late > buffer_release_ns) {
  97. ns_late = {};
  98. }
  99. core_timing.ScheduleEvent(buffer_release_ns - ns_late, release_event, {});
  100. }
  101. void Stream::ReleaseActiveBuffer(std::chrono::nanoseconds ns_late) {
  102. ASSERT(active_buffer);
  103. released_buffers.push(std::move(active_buffer));
  104. release_callback();
  105. PlayNextBuffer(ns_late);
  106. }
  107. bool Stream::QueueBuffer(BufferPtr&& buffer) {
  108. if (queued_buffers.size() < MaxAudioBufferCount) {
  109. queued_buffers.push(std::move(buffer));
  110. PlayNextBuffer();
  111. return true;
  112. }
  113. return false;
  114. }
  115. bool Stream::ContainsBuffer([[maybe_unused]] Buffer::Tag tag) const {
  116. UNIMPLEMENTED();
  117. return {};
  118. }
  119. std::vector<Buffer::Tag> Stream::GetTagsAndReleaseBuffers(std::size_t max_count) {
  120. std::vector<Buffer::Tag> tags;
  121. for (std::size_t count = 0; count < max_count && !released_buffers.empty(); ++count) {
  122. if (released_buffers.front()) {
  123. tags.push_back(released_buffers.front()->GetTag());
  124. } else {
  125. ASSERT_MSG(false, "Invalid tag in released_buffers!");
  126. }
  127. released_buffers.pop();
  128. }
  129. return tags;
  130. }
  131. std::vector<Buffer::Tag> Stream::GetTagsAndReleaseBuffers() {
  132. std::vector<Buffer::Tag> tags;
  133. tags.reserve(released_buffers.size());
  134. while (!released_buffers.empty()) {
  135. if (released_buffers.front()) {
  136. tags.push_back(released_buffers.front()->GetTag());
  137. } else {
  138. ASSERT_MSG(false, "Invalid tag in released_buffers!");
  139. }
  140. released_buffers.pop();
  141. }
  142. return tags;
  143. }
  144. } // namespace AudioCore